Hermitage

hermit.wad

=============================================================================
Title                   : MythConceptions: The Hermitage
Author                  : Len Pitre
Email Address           : [email protected]
Misc. Author Info       : Insane.
Previous works          : HereDoom, Patchwork Empire, StrifeDoom, etc...
Description             : Frenetic action over five maps. New monsters with 
                          some surprising behaviors. NOTE: Requires Fusion.
                          http://doomquarter.tripod.com/fusion.htm
Additional Credits to   : Rez for beta testing, suggestions.
                          Dan Patanella for a monster suggestion or two.
                          id, Raven, and Rogue software.
                          The artists and designers of the Eye of the 
                          Beholder and Dungeon Hack games.
                          Matthias Heinrichs, Ian G. Myers, Covaro, Nick
                          Baker, Afterglow, Adelusion, countless other 
                          talented artists, and Saint John the Divine.
                          See CREDITS.TXT for an exhaustive list.

== Play Information =========================================================

Episode and Level #     : MAP01 to MAP05
Single Player           : Yes 
Cooperative 2-4 Player  : Yes, not tested.
Deathmatch 2-4 Player   : Not really, feel free to try. See below.
Difficulty Settings     : Yes, not tested much.
New Sounds              : Yes
New Graphics            : Yes
New Music               : No
DeHackEd lump in WAD    : Yes
Demos Replaced          : None
Engine needed           : Fusion. http://doomquarter.tripod.com/fusion.htm

== Construction =============================================================
Base           : Lotsa stuff. See CREDITS.TXT
Editors used   : Wintex, RMB, DCK, DETH, DeHackEd, my own DOS programs....
Build Time     : Ages. 
Known Bugs     : Sometimes, when the brown-robed vampires around, the game
                 crashes. However, we've yet to see this consistently or
                 repeatedly. If you can do it repeatedly, e-mail me at 
                 [email protected] and put "Hermitage" in the 
                 subject line.

== * DISCLAIMER * ===========================================================

This PWAD contains select textures and flats that can originally be found
in GothicDM or Gothic2. Credit and thanks go out to the artists of said
flats and textures and also to the rest of the Gothic Crew (1997/98). The
ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive
contains thirty-two professional quality levels and music.

(Note from Len Pitre - URLs included originally in this message have died a
deadly deathlike death. Here's some replacements.)
ftp://3darchives.in-span.net/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.zip
ftp://3darchives.in-span.net/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip

http://www.doomworld.com/d_underg/idgames.shtml/levels/doom2/deathmatch/megawads/gothicdm.zip
http://www.doomworld.com/d_underg/idgames.shtml/levels/doom2/deathmatch/megawads/gothic2.zip

== Copyright / Permissions ==================================================
Authors MAY NOT use this as a base to build additional levels. Unless
you ask politely and I say "Fnord".

== Where to get this WAD ====================================================
My webpage. http://doomquarter.tripod.com | http://archonrealm.cjb.net/

== Notes ====================================================================

There's a bigger plot going on - this was originally concieved as an add-on
WAD to a TC called MythConceptions, but I decided to release it standalone, 
as a preview. 

The DEH included is rather large, since it's meant for a larger TC. So, don't
expect the game to act normally once MAP05 ends.

== Quick hints ==============================================================

MAP02: Can't exit after opening what looks like the exit door? Turn around. 
MAP03: This one's a bit tricky. In addition to getting the needed keys to exit,
you also need to trigger four switches. Each one is next to a banner depicting
elemental air, fire, water, and earth. The air one is up high, earth one down 
low, water one by water, fire one by a lot of torches. They should be easy 
to find.
MAP05: The exit will be revealed in time. Patience....:)

DM: The levels weren't made for it. They have a lot of special effects that 
likely won't work. MAP05 is a total loss, given its design. MAP01 might be okay
MAPs 02 and 04 have special DM only exits.


MAP CREDITS:

MAP01: Bits and pieces ripped from MCKILL.WAD by Matthias Heinrichs.

MAP02: Entirely my own. 

MAP03: A heavily modified Asylum of the Wretched by Ian G. Myers.

MAP04: See MAP01-03. 

MAP05: Mine.

SPRITE CREDITS:

Bodies of the vampires come from Heretic and Hexen.

Snakes heavily modified Heretic Ophidians. 

Some other projectile and torch sprites taken from Strife.

Plant and fungi life from Hexen, sometimes modified.

Afrit and volcanoes from Hexen. Books from Hexen, modified.

Statue from Eye of the Beholder 2: The Legend of Darkmoon. His name's 
Dran Draggore. Say "Hi".

Several other sprites from the above sources, and Doom (of course).

SOUND CREDITS:

Heretic, Hexen, Strife.

TEXTURE CREDITS:

The long way around. The names are just so they'd be in one spot in the WAD.
(Well, two. The TAPE patches were a separate WAD at one point.)

Flats are all named LENFL*. Patches are everything else. 

Note: Everything below is a flat or patch name, not a texture name, despite
my use of the word "texture". 
This way is much easier, believe me.

If the original texture is listed by itself, say:

LENFL025 - WF19

That means it's just like it was in the original WAD. 

But, if there's more commentary:

LENFL039 - A monochromed QFLAT04.
LENTX097 - Base I did for the next four, made from LENTX040, mostly.

then I modified it from the original, often heavily. If you wish to use any
of these I'd appreciate a credit along with the artist-being. If this mess 
confuses you, get in contact with me and I'll see about doing the brainwork. 

Len Pitre ([email protected])
December 7, 2001 AD

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

UNKNOWN: 

RP2_1 - RP2_4 and RWDM11A - RWDM11D. I'm pretty sure they're GothicDM, but
so many people have made slime/waterfall patches - including me! - that I 
can't be sure.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

ME! ME! ALL ME! ME!

I made LENTX086 from scratch. If I see any part of it - like a copy very
cunningly shrunk to a 1x1 pixel - anywhere else, then I'll sue your pants 
off. IT'S MINE!

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

WALLYTEX.ZIP - Covaro and Afterglow's Wally Example Textures for Doom2.
Actual artwork credits apparently listed at http://www.telefragged.com/wally 

LENTX055 - WF07
LENTX056 - DM64
LENTX057 - JNFLOR6
LENTX058 - JNFLOR6 with a Strife slime patch. See also LENTX034 in the 
           GRAPHTX3.ZIP section.
LENFL023 - WF07
LENFL024 - WF03
LENFL025 - WF19
LENFL027 - Looks like a gray WF07, but I can't remember if I did it or not.
LENFL030 - WF30

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

OGRODTEX.ZIP - Afterglow's Ogro Texture Pack for Doom2.
Actual artwork by François-Xavier Delmotte a.k.a. OgrO_FiX.

LENTX051 - LIGHT1
LENTX052 - ROCK2

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

MLCETEX.ZIP - Nick Baker's Malice Texture Pack for Doom 2. 
Actual artwork by the people who made the commerical Quake 1 TC "Malice".

LENFL014 - F_CIRCLS
LENFL015 - NAT_BRK3 (Which I don't think I used!)

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

GRAPHTX3.ZIP - Afterglow's Graphtallica Texture Pack for Doom2 #3. 
Actual artwork by Sean Johnson.

LENFL007 - SSTONE4 shrunk to 64x64 from 128x128
LENTX027 - SSTONE4
LENTX028 - SBRIK1A
LENTX029 - SBRIK1B
LENTX030 - SBRIK1C
LENTX031 - SBRIK2A
LENTX032 - SBRIK2B
LENTX033 - SBRIK2C
LENTX034 - SBRIK1A \
LENTX035 - SBRIK1B | These ones have the addition of a Strife "Slime" patch
LENTX036 - SBRIK1C | (sometimes resized to fit the brick number/size, but 
LENTX037 - SBRIK2A | generally the right size by default!) The Strife patch
LENTX038 - SBRIK2B | names are, for some reason, P_DUCK01 - P_DUCK06.
LENTX039 - SBRIK2C /

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

DECONTEX.ZIP - Afterglow's deConstruct Industrial Textures for Doom 2.
Actual artwork by stecki, whoever that is.

LENFL000 \
LENFL001 |
LENFL048 | These are all remixes of STKIW2F and STKIW3F. LENFL048 has
LENTX006 | Doom's GATE4 pentagram on it. See also LENFL045 in the 
LENTX007 | Hexen 2 section.
LENTX008 | 
LENTX009 |
LENTX010 /

LENTX095 - LENFL048
           
LENTX000 \
LENTX001 |
LENTX002 | These were originally all lights like STKIL1 - STKIL9.
LENTX003 | Here, they're windows.
LENTX004 |
LENTX005 /

LENTX064 - A shot-out version of one of the above.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

GOTHIC TEXTURES:

LENFL002 - ADEL_F48
LENFL003 - ADEL_F47
LENFL004 - NICK_A01
LENFL005 - TRAV_F04
LENFL006 - A heavily modified ADEL_B17
LENFL034 - ADEL_F33
LENFL035 - ADEL_F34
LENFL036 - ADEL_F36
LENFL038 - QFLAT04
LENFL039 - A monochromed QFLAT04.
LENFL046 - ADEL_F36 + Doom's GATE4 pentagram. See also LENFL045 in the 
           Hexen 2 section.
LENTX012 - IKWDW1
LENTX013 - IKWDW2
LENTX014 - IKWDW3
LENTX015 - ADEL_Y30
LENTX016 - ADEL_Y31
LENTX017 - ADEL_Y32
LENTX018 - ADEL_W61
LENTX019 - ADEL_W60
LENTX020 - ADEL_U20
LENTX021 - ADEL_S69
LENTX022 - ADEL_B18
LENTX023 - ADEL_B14
LENTX024 - ADEL_B15
LENTX025 - ADEL_B16
LENTX026 - Like LENFL006, a heavily modified ADEL_B17
LENTX085 - ADEL_B00
LENTX087 - ADEL_F36 
LENTX089 - ADEL_W60 with a slightly-greened ADEL_F36 in the middle.
LENTX090 - ADEL_Q60
LENTX092 - A monochromed ADEL_Q60.
LENTX060 - ADEL_D11
LENTX093 - A shorter version of LENTX060.
LENTX095 - LENFL046

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

DUNGEON HACK: 

I screencapped and touched-up some of the gorgeous tapestries, grates, 
and other fixtures from that D&D game:

TAPECYAN - Blank. Acts as a backing for the others, since they don't fill
           a 128x128 square perfectly.
TAPEELEA - Elemental Air (Tornado)
TAPEELEE - Elemental Earth (Mountain)
TAPEELEF - Elemental Fire (Sunrise)
TAPEELEW - Elemental Water (Large wave) I did some major recoloring on this 
           one. The original was purple, and Doom has about three shades 
           of purple available.
TAPEREZ1 - TAPSKULL without the skull. By Rez.
TAPEREZ2 - TAPEREZ1, with the eyes from TAPESTR7.

TAPESTR1, TAPESTR2, TAPESTR3, TAPESTR4, TAPESTR5, TAPESTR6, TAPESTR7
TAPESTR8, TAPESTR9, TAPESTRA, TAPSKULL - as they were in Dungeon Hack.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

EYE OF THE BEHOLDER 2: THE LEGEND OF DARKMOON

Another D&D game. (And a fine one at that.)

LENFL031 - LENTX066, heavily modified to make a floor texture.
LENFL032 - Four copies of the "D" stained glass. 
           (The D stands for "Darkmoon", natch.)
LENFL033 - Larger version of LENFL032.
LENTX066 - Amalgamation of two walls from EOB2. They're used on the ground
           floor and lower tower levels of Temple Darkmoon.
LENTX067 - Another one from the ground levels, used to break up the two
           things that became LENTX066.
LENTX068 - More stained glass.
LENTX069 - Broken stained glass.
LENTX070 - San-Raal, Drow (Dark Elf) Mage, from the closing victory screen. 
           I made his purple hood green due to Doom's lack of purples.
LENTX073 - A tile-able version of LENTX066.
LENTX076 - Further stained glass.
LENTX077 - .ssalg deniats rehtruF (Reversed.)
LENTX078 - Further broken stained glass.
LENTX079 - .ssalg deniats nekorb rehtruF 
LENTX094 - Even more reversed stained glass.
LENTX096 - LENTX066 with the GATE4 pentagram on it. See also 
           LENFL045 in the Hexen 2 section.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

DOOM: (At least, not the ones mentioned elsewhere.)

EXIT3 - Just EXIT2 eight times over. I needed to use 32 EXIT2 patches in 
a row, so I just stuck eight EXIT2s together to save me the trouble of
placing 32 patches!

W108_5 - W108_4 (or 3 or 2) with a monochromed skull, as a contrast to the
         red, yellow, and blue ones in Doom. I'm amazed with how handy 
         this is.

LENFL044 - Doom's RROCK03 with the GATE4 pentagram on it. See also 
           LENFL045 in the Hexen 2 section.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

STRIFE:

LENFL019 \
LENFL020 | Bed flats P_KBED01 - P_KBED04, with the yellow
LENFL021 | sunburst removed and the dragon added. See also LENFL016.
LENFL022 /
LENTX059 - Same as LENFL019 - LENFL022
LENTX061 - P_MILTR1, center tower removed, dragon added.
LENTX062 - Smaller LENTX061

Incidentally, the dragon's from a CD of "Internet-ready" graphics I borrowed
from a sign maker. Likely meaning it was originally stolen off the Internet.

BORCE1, BORCE2, BORCE3, BORCE4 \
FORCE1, FORCE2, FORCE3, FORCE4 | Recolored P_FORCE1 - P_FORCE4
OORCE1, OORCE2, OORCE3, OORCE4 | 
PORCE1, PORCE2, PORCE3, PORCE4 /

LENFL016 - LENFL019 to LENFL022 before dragon added.
LENFL017 - F_CARPET
LENFL018 - accidental duplicate of LENFL016.
LENFL037 - F_SCORCH
LENTX053 - Same as LENFL016.
LENTX054 - P_BED001 recolored
LENTX071 - Part of LENFL016 or LENFL017. Used on the sides of the raised
           carpeting. 
LENTX088 - P_SCORCH

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

QUAKE 1:
(Via Q1TEX.ZIP - Afterglow's Quake Textures for Doom II.)

LENTX050 - Doom 2's MWALL3_1 with the blood from Q1TEX's METAL26.
           How's that for a combination?

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

HERETIC: 

RSKY1 - Shortened Heretic SKY1.
RSKY2 - Heavily modified Heretic SKY1. I used Corel Photo Paint to redden, 
        distort, then add the.... Well, you'll see. Made an even deeper red 
        later.
        
        And for the curious... here's my model for the most prominent
        feature of the image. It's the one to your right.
        http://archonrealm.tripod.com/mlaw/images/rt3-ng10.jpg
        http://archonrealm.tripod.com/mlaw/images/images.htm#Halflit
        
        (I can turn anything into a shrine.:)

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

HEXEN 1:

LENTX080 - W_052
LENTX081 - W_138
LENTX082 - W_055/W_056 with some of the same stuff as LENTX011 (in the 
           Hexen 2 section).
LENTX083 - Half-height variation I did on the three above.
LENTX084 - Another half-height variation on the three above. 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

HEXEN 2:
(Via HEX2TEX.ZIP - Nick Baker's Hexen 2 Texture Pack for Doom 2.)

LENFL009 - FRTEX005 (Or FRTEX052 - I'm not the only one who accidentally
                     dupes textures!)

LENTX011 - The bookcase is from Doom, obviously: RW21_5. Shelves moved, 
           and the books from RTEX086, RTEX087, RTEX086, RTEX106, RTEX107
           and RTEX108 added, along with some glass/boneware from 
           RTEX204 and RTEX207.

LENTX045 - RTEX081
LENTX044 - RTEX091

LENTX046 \ 
LENTX047 |
LENTX063 | All of these are modifications I made of RTEX092, except for 
LENTX065 > the gold latch, which is from TAPESTR8 in the Dungeon Hack
LENTX072 | section of this very wordy credit roll.
LENTX074 | 
LENTX075 /

LENTX091 - Wood plus a skeleton from the border of TSR9544.PDF 
           ("Castle Spulzeer") from http://www.wizards.com
           Added using Ultimate Paint (see below).

LENFL008 - RTEX348
LENFL010 - FRTEX113/FRTX113B 
LENFL011 - FRTEX242 
LENTX049 - Same as LENFL010

LENFL028 \
LENFL029 > Rotations of LENFL010. The diagonals took some trickery!
LENFL030 /

LENFL045 - LENFL010 with the pentagram liberated from Doom's GATE4 flat,
           thanks to a program called Ultimate Paint. It's a shareware image 
           editor: not great, but its "arithmetic" option is a godsend!
LENTX098 - LENFL045

LENFL012 - Part of RTEX165
LENFL013 - The other part of RTEX165
LENTX048 - Both parts of RTEX165

LENTX040 - RTEX013
LENTX041 - RTEX063
LENTX042 - RTEX062
LENTX043 - RTEX014

Oh, and just so you know who's who:
LENTX040: Conquest, the First Horseman of the Apocalypse.
LENTX041: Famine, the Third Horseman of the Apocalypse.
LENTX042: Death, the Fourth Horseman of the Apocalypse.
LENTX043: War, the Second Horseman of the Apocalypse.

LENTX097 - Base I did for the next four, made from LENTX040, mostly.
LENTX100 - Closeup of Conquest.
LENTX101 - Closeup of War.
LENTX102 - Closeup of Death.
LENTX103 - Closeup of Famine.

LENFL040 - LENTX103, not rotated.
LENFL041 - LENTX102, rotated 90 degrees clockwise.
LENFL042 - LENTX101, rotated 180 degrees.
LENFL043 - LENTX100, rotated 270 degrees clockwise.
LENFL047 - LEXTX097.

That ends the credits. Though you might like to read....

TRIVIA ABOUT THE FOUR HORSEMEN:

While Hexen 2 took some liberties with the Horseman murals, they were much
closer to the real thing than most modern depictions.

In the Book of Revelations - also called Apocalypse, which basically means 
"Revelation" - the Four Horsemen of the Apocalypse are foretold 
to appear (one at a time) as each of the first four of seven seals are 
opened on a scroll (or book, though I thought only scrolls were sealed) 
in God's right hand.

The bow, sword, and scales* are the actual items Conquest, War, and Famine
are carrying as they ride off to do their thing. The Biblical Death doesn't 
carry a scythe (the woodcut mentioned below shows him carrying a trident) 
but that's artistic Grim Reaper license for ya.:)

(Another bit of trivia. Apparently**, European depictions of the Grim 
Reaper wear white. North American ones wear black. Black may be the color 
of mourning, but Death does not mourn. The personification of death would 
more likely wear a (white!) burial shroud.)

CONQUEST: White horse, bow, 1st seal.... The embodiment of conquest by the 
          Christ or the Antichrist or someone else entirely, depending on 
          interpretation!
          (Christ, referred to as "Faithful and True" and "King of kings,
          Lord of lords" also riding a white horse and also with a crown - 
          many crowns, actually - comes later. Revelations 19:11. Conquest
          strikes me as a false prophet or something, since I can't figure
          out why a supposedly pious person would have a vision ranking 
          Christ with War, Famine, and Death. But I'm no scholar. Go ask 
          the guy who wrote it.)

WAR:      Red horse, sword, 2nd seal.... Self-explanatory.

FAMINE:   Black horse, scales, 3rd seal.... The embodiment of famine as 
          the major result: exorbitantly priced food, which the scales are 
          used to weigh. I like the fact that the horse in Hexen 2's
          version is clearly underfed, just in case one doesn't understand 
          why Famine would carry a balance as a "weapon". (The deadliest 
          weapons don't draw blood.)

DEATH:    Pale or ashen horse, no weapon mentioned, 4th seal.... The literal 
          translation describes the horse as a sickly greenish-yellow! In 
          most artistic versions the horse isn't skeletal. Sometimes it 
          looks starved, but skeletons apparently didn't frighten people
          back in the day***. None of the horsemen are shown as skeletons,
          either. In fact, they're sometimes well-dressed.

          The most famous artistic interpretation of the Horsemen, a woodcut 
          done by Albrecht Durer (umlaut over the "u") in about 1496,
          portrays Famine as a rather fat and wealthy-looking 
          merchant-type. War was dressed in the armor of a soldier.
          Conquest was in what looked to be some sort of clerical robes.
          Death was more zombie than skeleton: the decaying, though still 
          whole, body of an old man, mouth twisted into a rictus... 
          ... and garbed in a burial shroud. 

* From the Book of Revelations, King James version of the Bible. 
(Thanks to Project Gutenberg.)

6:1 And I saw when the Lamb opened one of the seals, and I heard, as
it were the noise of thunder, one of the four beasts saying, Come and
see.

6:2 And I saw, and behold a white horse: and he that sat on him had a
bow; and a crown was given unto him: and he went forth conquering, and
to conquer.

6:3 And when he had opened the second seal, I heard the second beast
say, Come and see.

6:4 And there went out another horse that was red: and power was given
to him that sat thereon to take peace from the earth, and that they
should kill one another: and there was given unto him a great sword.

6:5 And when he had opened the third seal, I heard the third beast
say, Come and see. And I beheld, and lo a black horse; and he that sat
on him had a pair of balances in his hand.

6:6 And I heard a voice in the midst of the four beasts say, A measure
of wheat for a penny, and three measures of barley for a penny; and
see thou hurt not the oil and the wine.

6:7 And when he had opened the fourth seal, I heard the voice of the
fourth beast say, Come and see.

6:8 And I looked, and behold a pale horse: and his name that sat on
him was Death, and Hell followed with him. And power was given unto
them over the fourth part of the earth, to kill with sword, and with
hunger, and with death, and with the beasts of the earth.

My family Bible (containing The Confraternity of Christian Doctrine's New 
Testament) keeps the older monetary units in 6:6.... "And I heard as it were 
a voice in the midst of the four living creatures, saying, 'A measure of 
wheat for a denarius, and three measures of barley for a denarius, and do 
not harm the wine and the oil.'" A handy-dandy footnote says that this would 
be roughly equal to paying a quarter for a nickel loaf of bread. My Bible 
isn't hot off the presses, either. ("Do not harm" means to not raise the
prices of non-essentials, apparently.)

Death is also called Pestilence - well, makes a bit of sense as far as 6:8 
goes, because I fail to understand how one "kills with death". Also, "the 
fourth part of the earth" becomes "the four parts of the earth".

** http://www.kargatane.com/sotk/ref/folklore.html 
See the entry on the Grim Reaper.

*** http://www.kargatane.com/sotk/ref/folklore.html 
See the entry on skeletons.
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